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Strike II Cruiser

With the Strike cruiser being the economical powerhouse that it is The
New Empire envisioned it as the center of its Navy. However, the Strike
cruiser exhibited some short falls, including its vulnerability due to
its modular design and its inability to overcome New Republic battle
cruisers effectively. So a second generation Strike cruiser was ordered
to be constructed.

In the Strike II cruiser the entire turbolaser batteries have been
replaced by thirty heavy turbolaser batteries for increased offensive
capabilities against Republic cruisers. Furthermore, shielding
capabilities have been bolstered and auxiliary shields have been
installed to make better its defensive faculties. Additionally, system
reroutes have been installed to ensure that a well placed hit does not
disable entire systems, a previous vulnerability with the type of
modular design used in the Strike I cruiser.

The Strike II still has all the optional designs that the Srike I had
and carries an equal amount of ground assault units. The real difference
lies in its ship-to-ship superiority.

The New Empire rightfully placed the strike cruiser at the focal point
of its Navy not only are they formidable opponents in space they can
also serve as planatary assault vessels. Additionally they are easily
modified for numerous specialized operations and this is probably their
greatest asset.

Craft: Lornonar Strike II Cruiser
Type: Strike II-class Medium Cruiser
Scale: Capital Ship
Length: 450 meters
Skill: Capital ship piloting: Strike cruiser
Crew: 1,900; Gunners: 80, Skeleton: 750/+10
Crew Skill: Astrogation 4D, Capital ship piloting 5D+1, Capital ship
            shields 4D, Sensors 4D+2, Capital ship gunnery 5D
Passengers: 340 (troops)
Cargo Capacity: 6,000 metric tons; 1,500 cubic meters
Consumables: 2 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x9
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 kmh
Hull: 6D
Shields: 3D (3D backup)
Sensors:
        Passive: 50/1D
        Scan: 100/3D
        Search: 200/4D
        Focus: 6/4D+2
Weapons:
30 Heavy Turbolaser Batteries
        Fire Arc: 15 front, 6 right, 6 left, 3 back
        Crew: 1 (15), 2 (15)
        Skill: Capital ship gunnery
        Fire Control: 1D
        Space Range: 10-30/60/90
        Atmoshpere Range: 20-60/120/180 km
        Damage: 9D
10 Tractor Beam Projectors
        Fire Arc: 3 front, 3 left, 3 right, 1 back
        Crew: 3
        Skill: Capital ship gunnery
        Fire Control: 4D
        Space Range: 1-5/ 15/ 30
        Atmospher Range: 2-10/30/60 km
        Damage: 6D
10 Ion Cannons
        Fire Arc: 6 front, 2 left, 2 right
        Crew: 2
        Skill: Capital ship gunnery
        Fire Control: 5D
        Space Range: 12-35/70/100
        Atmospher Range: 24-70/140/200 km
        Damage: 4D


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